BURIED: Add a stub for the future apartment

The full game is now very slightly playable!
This commit is contained in:
Matthew Hoops 2013-11-23 16:48:02 -05:00 committed by Eugene Sandulenko
parent d809429d9a
commit 9114b2025f
4 changed files with 60 additions and 3 deletions

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@ -0,0 +1,47 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1995 Presto Studios, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "buried/buried.h"
#include "buried/resources.h"
#include "buried/scene_view.h"
#include "buried/sound.h"
#include "buried/environ/scene_base.h"
namespace Buried {
bool SceneViewWindow::startFutureApartmentAmbient(int oldTimeZone, int oldEnvironment, int environment, bool fade) {
_vm->_sound->setAmbientSound(_vm->getFilePath(4, environment, SF_AMBIENT));
return true;
}
SceneBase *SceneViewWindow::constructFutureApartmentSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation) {
// TODO
warning("TODO: Future apartment scene object %d", sceneStaticData.classID);
return new SceneBase(_vm, viewWindow, sceneStaticData, priorLocation);
}
} // End of namespace Buried

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@ -81,6 +81,8 @@ bool SceneViewWindow::startEnvironmentAmbient(int oldTimeZone, int oldEnvironmen
// TODO
switch (timeZone) {
case 4:
return startFutureApartmentAmbient(oldTimeZone, environment, environment, fade);
case 10:
return _vm->_sound->setAmbientSound();
}
@ -89,8 +91,6 @@ bool SceneViewWindow::startEnvironmentAmbient(int oldTimeZone, int oldEnvironmen
}
SceneBase *SceneViewWindow::constructSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation) {
// TODO
// If the class ID is zero, return the default base class
if (sceneStaticData.classID == 0)
return new SceneBase(_vm, viewWindow, sceneStaticData, priorLocation);
@ -99,14 +99,16 @@ SceneBase *SceneViewWindow::constructSceneObject(Window *viewWindow, const Locat
case 0: // Miscellaneous scenes
case 2: // Mayan
case 3: // Agent 3's Lair
case 4: // Future Apartment
case 5: // Da Vinci
case 6: // AI Lab
case 7: // Alien
// TODO
warning("Could not create scene object for time zone %d", sceneStaticData.location.timeZone);
break;
case 1: // Castle
return constructCastleSceneObject(viewWindow, sceneStaticData, priorLocation);
case 4:
return constructFutureApartmentSceneObject(viewWindow, sceneStaticData, priorLocation);
case 10: // Old Apartment
return new OldApartmentSuitCap(_vm, viewWindow, sceneStaticData, priorLocation);
}
@ -119,6 +121,9 @@ bool SceneViewWindow::initializeTimeZoneAndEnvironment(Window *viewWindow, int t
switch (timeZone) {
case 1:
return initializeCastleTimeZoneAndEnvironment(viewWindow, environment);
case 4:
// Nothing to do
return true;
}
return false;

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@ -29,6 +29,7 @@ MODULE_OBJS = \
demo/features.o \
demo/movie_scene.o \
environ/castle.o \
environ/future_apartment.o \
environ/scene_base.o \
environ/scene_common.o \
environ/scene_factory.o

View File

@ -201,6 +201,10 @@ private:
// Castle
bool initializeCastleTimeZoneAndEnvironment(Window *viewWindow, int environment);
SceneBase *constructCastleSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation);
// Future Apartment
bool startFutureApartmentAmbient(int oldTimeZone, int oldEnvironment, int environment, bool fade);
SceneBase *constructFutureApartmentSceneObject(Window *viewWindow, const LocationStaticData &sceneStaticData, const Location &priorLocation);
};
} // End of namespace Buried